

If you succeed, you will be protected from most of mass removal cards that your opponent may possess. However, in the current Arena meta, the most part of the AoE doesn't exceed 2 inflicted damage, whether they come from a spell or a creature's effect.ħ5% of AoE effects are inflicted on -2HP minions, that's why it's important to keep resilient minions, with at least 3 in defensive stat. Numerous of them are able to clean the board way more violently. The monsters who have 1 or 2 of defensive stats are undoubtedly in range of all trades, AoE, and heroic power! Reminder: you absolutely don't want your Round 3 minion to die in the opponent's Round 2, or you will be losing tempo and even worse, your card advantage.Ĭoncerning the AoE, it's clearly not limited to 2 inflicted damage. Where is the limit between weak and strong minions? We think that it stands at a value of 3. Your defensive cards will be very important to keep the game under control and generate card advantage. If your board gets empty too fast because of AoE and trades, you will only get slim chances of winning. Keep in mind that the Arena is mostly about board control: your minions must hold the line as long as possible. Surely, both minions will be destroyed in a trade, but you must think about AoE, and the trades forced by 2/2 or 2/1 minions put on the board in the past rounds. You will often have to choose a 2/3 over a 3/2. Thinking that offensive and defensive stats have the same value is a common mistake. You won't want to exclude them from your deck: The Yeti is solid and has many uses (especially for a 4-points card), the Eldritch Horror brings an interesting amount of stats and mana, and the latter is an instant pick for most of Arena players. This proves the importance of the notion of "body" (that is, all of the minion stats) in the Arena, whereas the deck is more made of minions with "effects".Ĭhillwind Yeti, Eldritch Horror, and Boulderfist Ogre are interesting bodies, even if they are not in the top picks. You may have noticed that some good Arena decks involve minions without any spell or text. One of the best ways to success is to choose minions with solid stats. Cleaning spells of the board are rare and valuable. Many good players say that the Arena decks must have a large majority of minions (from 60% to 70%). You will want to throw powerful minion packs in the pit, and play rough to take control of the board. Nonetheless, be aware that you will hardly get pairs of Brawl, Dragonfire Potion or Flamestrike to help you. You get it: you have to be simple and efficient to take control of the board. The games, though, are more like Gladiator than Master or Commander. The Arena mode has its own meta, top-tier picks, and talented players. Don't misinterpret: it doesn't mean that you don't need a strategy to win.

Understood, but what to do of that? Simple: in Arena mode, games are ALWAYS won in big fights on the board but NEVER in planned interactions between numerous cards.
